diff options
-rw-r--r-- | assetFactory/cylinder.cpp | 3 | ||||
-rw-r--r-- | assetFactory/faceController.cpp | 8 | ||||
-rw-r--r-- | assetFactory/factoryMesh.cpp | 6 |
3 files changed, 16 insertions, 1 deletions
diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp index 83cf035..d51dc37 100644 --- a/assetFactory/cylinder.cpp +++ b/assetFactory/cylinder.cpp @@ -36,6 +36,9 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation) mesh.add_vertex({xyz1t.x, xyz1t.y, xyz1t.z}), })); }); + for (const auto & [name, face] : surface) { + mesh.property(mesh.smoothFaceProperty, face) = true; + } surface.emplace("bottom", mesh.add_face(bottom)); surface.emplace("top", mesh.add_face(top)); diff --git a/assetFactory/faceController.cpp b/assetFactory/faceController.cpp index c04a656..7ec7820 100644 --- a/assetFactory/faceController.cpp +++ b/assetFactory/faceController.cpp @@ -23,6 +23,9 @@ FaceController::apply(ModelFactoryMesh & mesh, const std::string & name, Shape:: const auto vertexCount = points.size(); const auto centre = std::accumulate(points.begin(), points.end(), glm::vec3 {}) / static_cast<float>(vertexCount); + if (smooth) { + mesh.property(mesh.smoothFaceProperty, cf.second) = true; + } if (type == "extrude") { Shape::CreatedFaces newFaces; // mutate points @@ -43,6 +46,11 @@ FaceController::apply(ModelFactoryMesh & mesh, const std::string & name, Shape:: mesh.add_face({baseVertices[idx], baseVertices[next], vertices[next], vertices[idx]})); } newFaces.emplace(name, mesh.add_face(vertices)); + if (smooth) { + for (const auto & [name, face] : newFaces) { + mesh.property(mesh.smoothFaceProperty, face) = true; + } + } for (const auto & [name, faceController] : faceControllers) { faceController.apply(mesh, name, newFaces); } diff --git a/assetFactory/factoryMesh.cpp b/assetFactory/factoryMesh.cpp index 9d30ac9..baa031d 100644 --- a/assetFactory/factoryMesh.cpp +++ b/assetFactory/factoryMesh.cpp @@ -17,10 +17,14 @@ FactoryMesh::createMesh() const mesh.triangulate(); mesh.update_face_normals(); + mesh.update_vertex_normals(); std::vector<Vertex> vertices; for (const auto & face : mesh.faces()) { + const auto smooth = mesh.property(mesh.smoothFaceProperty, face); for (const auto & vertex : mesh.fv_range(face)) { - vertices.emplace_back(mesh.point(vertex), NullUV, mesh.property(mesh.face_normals_pph(), face)); + vertices.emplace_back(mesh.point(vertex), NullUV, + smooth ? mesh.property(mesh.vertex_normals_pph(), vertex) + : mesh.property(mesh.face_normals_pph(), face)); } } return std::make_shared<Mesh>(vertices, vectorOfN(vertices.size())); |